Originally Posted By: Kim
Well, I think you have answered why those places were removed, basically. The drawbacks you have posted were either meaningless (DC loss, time limitations), or so harsh the only way anybody would do them is by doing non-interactive I'm-just-a-tinker-bitch characters (perm stat/HP loss). XP loss falls into the later category, maybe not obviously. But.. level up the tinker bitch, get the necessary skills, and then who cares about the tinker bitch losing XP, once you have the skills?
I agree with the point that some drawbacks are irrelevant. Deathcheck is meaningless, but time limitations aren't a drawback at all they're just a check on the rate at which new <whatever> can enter the game. By tweaking that rate we can (to some degree) balance the amount of new power coming into the game, and it gives us time to consider the ramifications before things get out of hand.

This talk makes me think that dev costs are a better drawback for the infernal forge in particular, whether directly or indirectly - of the forger or user.

Direct: It will cost you 120 development points to forge a <weapon> at the infernal forge. Would you like to continue? (yes or no) -OR- It will cost you 3 development points to wield the <weapon>. Would you like to continue? (yes or no)

Indirect: Your soul howls as it is flailed by unseen demons! You have lost 1% to your <skillname> skill. -OR- <critical effect> The demons bound into <waepon> seep into your soul, wreaking havoc upon your mind! You have lost 1% to your <skillname> skill.

Obviously these drawbacks fall into the harsh category. Thoughts on the idea? (Note: idea, not plan, not waiting-to-be-implemented, not on the horizon. In fact, think of it as musing, not even wistful musing, about the potential for innovative code.)

 Originally Posted By: Kim
I have yet to see a good reason WHY some places should give special abilities to forged stuff. It really doesn't add anything except imbalance.
 Originally Posted By: Charon
... they add a destination which is important. Next it allows people who are willing to put in the extra time and energy to get something for it.
Think of the mud in terms of creative space. If everything was exactly the same except for descriptions, there'd never be a reason to go anywhere but the place closest to the most stuff. By opening special abilities anywhere to anything we open a draw for players to spend time in a particular area. That particular area goes up in importance to the game, and it encourages players to explore other areas whose creative space might be more hidden.

As to why special abilities should be added to forged equipment, currently I can't give an irrefutable reason why equipment should be made any more special or unique. That's a failing of the power level of our current equipment, in my mind. Anyone should be able to get the best of anything not because of their intimate knowledge of the system, but because of the time they've spent obtaining those items.

Spending 18 weeks to figure out the most powerful combination of equipment is not the same as spending 18 weeks making a character who can obtain the most powerful piece of equipment at some peril to life and property. Both are valid, and both add a great levle of interest to some people in games. I am of the opinion that by opening the creative space that makes players spend some time outside of their safe zone you open the possibility that those players will be actively engaged rather than passively present.
_________________________
Please mail your views on balance to:
cerberus@darkemud.com